Russia 1941 variant

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tweber
Posts: 1411
Joined: Wed Jun 27, 2007 1:32 pm

Russia 1941 variant

Post by tweber »

I put a new variant to the original Russia 1941 scenario up in the sandbox. This variant gives the Soviets an extra turn at the start of the game to re-position troops. In the Soviets move closer to the border, they get additional reinforcements. If the Soviets move away from the border, the Germans get more reinforcements. If the Soviets keeps the distance to the border the same, then no additional reinforcements are provided.

This first turn also prevents the German player from playing his first round in combat sim mode or restarting if anti cheat is selected. Many thanks to Manus for pointing out these exploits.

Daniel_machinegun
Posts: 84
Joined: Mon May 19, 2008 7:51 am

RE: Russia 1941 variant

Post by Daniel_machinegun »

You are a genius tweber.

Hey, if you have time you may want to have a look at an AAR for WAW Daniel_MG vs Barthheart

in that game, Germans will never take Lille nor Paris... so not Russia nor US will ever weak up and it is suposed that Germans should win easily.
seille
Posts: 2048
Joined: Tue Jun 19, 2007 8:25 am
Location: Germany

RE: Russia 1941 variant

Post by seille »

@Tom
Maybe you could also remove a possible R&D for the first round.
tweber
Posts: 1411
Joined: Wed Jun 27, 2007 1:32 pm

RE: Russia 1941 variant

Post by tweber »

@Seille, In this variant, the first turn is the Soviet pre-move and R&D is disabled.  Actually, the pre-move Soviets are a different regime.  The join the regular Soviets in turn 2.  So, the pre-move Soviets cannot get the R&D grant.  The Germans and Soviets might get it in the first round but you would not know it until the second round since both regimes are asleep.
 
@Daniel,  I would be interested to see how you do.  I suspect that the Germans will have a hard time since the West initially produces more than you.  Also, I am not sure you will have much success in the Med without the Italians.  The only port you would have that can build would be Athens and that could easily be contained by the British fleets in the area.  Once you go after the Balkans, there really isn't much else to go.
 
 
seille
Posts: 2048
Joined: Tue Jun 19, 2007 8:25 am
Location: Germany

RE: Russia 1941 variant

Post by seille »

Ok, Tom. When while the first (pre move) turn a transfer of the PBEM files happened and both players do their turn
nobody can do the first real game turn twice and play until he get R&D.
Sounds good to me.
 
Other question: Did you get my email i sent you yesterday with the event code ?
Daniel_machinegun
Posts: 84
Joined: Mon May 19, 2008 7:51 am

RE: Russia 1941 variant

Post by Daniel_machinegun »

ABOUT WAW:

No, germans produce more. Did I count wrong?? I did count 52.000 vs 50.000 for Germans when Warsaw is taken.

Plan:

*** I will capture Allied Minors as usual (losing all Norway)
+ 4.000 difference for Germans

*** I will smash Lille and Paris with artillery but not capture them.
- 12.000 for west (depends on the damage)

*** On Athens British will have a hard time to hold because I have more inland units.
let say +0 difference (a tie)

*** Rumania and Finland join in 1941
+10.000 for Germans

*** I can capture Istambul after that
+ 4.000 for me

------------------
So, West's real struggle will commence by July 1940 and will go to horrible by 1941

Italy? the only thing I am doing is swapping my Italy for his Russia and US.

Moreover, the RUSSIAN GARRISON is not bothering anymore, german unist are free.

All Mediterranean is in British hands even with Italians awake, the only safe way to capture the seas is gathering more production and wait.
jamesherrell
Posts: 9
Joined: Fri Apr 11, 2008 7:15 pm

RE: Russia 1941 variant

Post by jamesherrell »

Great idea, but where's the file?
tweber
Posts: 1411
Joined: Wed Jun 27, 2007 1:32 pm

RE: Russia 1941 variant

Post by tweber »

It should be on the scenario bank now. 
tweber
Posts: 1411
Joined: Wed Jun 27, 2007 1:32 pm

RE: Russia 1941 variant

Post by tweber »

ABOUT WAW:

No, germans produce more. Did I count wrong?? I did count 52.000 vs 50.000 for Germans when Warsaw is taken.

Plan:
*** I will capture Allied Minors as usual (losing all Norway)
+ 4.000 difference for Germans

*** I will smash Lille and Paris with artillery but not capture them.
- 12.000 for west (depends on the damage)

*** On Athens British will have a hard time to hold because I have more inland units.
let say +0 difference (a tie)

*** Rumania and Finland join in 1941
+10.000 for Germans

*** I can capture Istambul after that
+ 4.000 for me

I think you might have a very difficult time pulling this off. What do you do if the West keeps most of his forces in tact and conducts an orderly retreat down the Loire Valley to Marseille. The terrain is favorable for the defense. You now have a front in Southern France. You still have to isolate both Paris and Lille. You also have to worry about raids on the coast. I think Copenhagen might be a nice target for the Allies once Norway is secure. I think the time you buy by weakening the Allies along with the extra production from both France and Lille is pretty important. But, it would be interesting to see how this plays out.
jamesherrell
Posts: 9
Joined: Fri Apr 11, 2008 7:15 pm

RE: Russia 1941 variant

Post by jamesherrell »

I checked out the code for your variant, and I don't see what area code "9" refers to - I assume it covers the Russian starting positions, but I can't seem to find it in the editor. Also, it seems the way the code is written, only changes either to or from the 1st 4 hexes will affect the weighting calculation. However, when I tried it out, it seemed that often if I moved units forward there was no change in the weighting score, but if I moved a unit further away within the 1st 4 hexes, the score declined dramatically. Am I reading the code calculation correctly? And how do I look up what area code 9 refers to? Thanks.
tweber
Posts: 1411
Joined: Wed Jun 27, 2007 1:32 pm

RE: Russia 1941 variant

Post by tweber »

To look at a slot, go to editor - land and select slot.  It will ask you what slot you want to look at.  Select slot 9 and then select any code.  The slots will appear on the map.  Slot 9 code 1 is the Soviet Western border hex.  Code 2 is 1 hex back.  Code 3 is 2 hexes back.  Code 4 is 3 hexes back.  The border weight is calculated by adding all the power points and deviding by the code of the hex they are on.  So, there is a sizeable jump if a unit moves from code 1 to code 2 (50% of power points).  There is less of a jump between moving from code 1 to 2 and code 2 to 3. 
 
 
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